Hey try doing it a bit safer mate.
// This is done from inside the character/ pawn class, but all you need is ether a Pawn or Controller to get the Player State
if (GEngine)
{
const AYourPlayerController* PlayerPC = Cast<AYourPlayerController>(GetController());
if (PlayerPC)
{
ATTSPlayerState* YourPlayerStateClass = Cast<ATTSPlayerState>(PlayerPC->PlayerState);
if (YourPlayerStateClass)
{
GEngine->AddOnScreenDebugMessage(21, 1.0f, FColor::Red, FString::SanitizeFloat(YourPlayerStateClass->SomeVariable);
}
}
}
Also as mentioned above Health belongs in the character/ pawn, and Player State is for information about that player relevant to other players.
e.g: Score, Deahs, Player Name and so 4th.